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PoseFitPlugin

Pose plugin aligning node’s rig with keypoints

Universal plugin aligning node’s rig and pose estimated by @geenee/bodyprocessors!PoseProcessor. This is the best starting point for advanced virtual try-on of apparel. Basically, PoseFitPlugin evaluates positions and rotations of armature bones based on 3D pose keypoints, then applies these transforms to bones following the armature hierarchy. To improve accuracy of alignment, detected 3D points and skeleton sizes are mutually adjusted to fit each other. Plugin supports rigs compatible with Clo3D and Marvelous Designer avatars. This is the most common standard of rigs in cloth/apparel modeling software. Controlled scene node must contain an armature among its children nodes. Bones of armature must follow Clo3D naming convention and hierarchy. PoseFitPlugin can apply number of fine-tuning adjustments to basic alignment improving model fitting or making it look more natural. PoseTuneParams explains tuning options.

new PoseFitPlugin(tune): PoseFitPlugin

Constructor

PoseTuneParams = ...

Fine-tuning parameters

PoseFitPlugin

PosePlugin.constructor

readonly alignScore: 0.9 = 0.90

Pose score threshold


readonly alignVisibility: 0.9 = 0.90

Keypoint visibility threshold


protected cameraAngle: number

Camera vertical angle in radians


protected cameraRatio: number

Camera aspect ratio


loaded: boolean

Loaded state

PosePlugin.loaded


protected optional node: TransformNode

Attached scene node


protected nodeOrigin: BoneTransform

Origin of node relative to the root bone


ordinal: number

Ordinal number

PosePlugin.ordinal


protected optional renderer: Renderer<PoseResult>

Renderer loaded the plugin

PosePlugin.renderer


protected optional scene: Scene

Reference to a scene instance

PosePlugin.scene


protected optional skeleton: Skeleton

Reference to model’s skeleton


protected optional skeletonNodes: SkeletonNodes

Bones of the model’s rig


protected optional skeletonSizes: SkeletonSizes

Reference sizes of skeleton


protected optional spineCurve: SpineCurve

Shape of spine


protected tune: PoseTuneParams

Fine-tuning parameters

dispose(): void

Dispose video plugin

void

PosePlugin.dispose


protected estimateBones(pose, spineCurve, skeletonSizes): object

Estimate bone positions and orientations

Using detected keypoints approximates bone transformations. Position of bone if defined by 3D point itself, bone length is the distance between keypoints connected by bone. Bone’s rotation is defined by its axes that are evaluated using kinematic rules and relative positions of adjacent keypoints. Method returns bone position and orientation in global world frame, final relative transformations are found traversing skeleton hierarchy and accumulating transforms of parents.

PosePoints

Pose keypoints

SpineCurve

Reference shape of spine

SkeletonSizes

Reference sizes of skeleton

object

Bone transformations

armL: BoneTransform = armL.arm

armMidL: BoneTransform = armL.armMid

armMidR: BoneTransform = armR.armMid

armR: BoneTransform = armR.arm

footL: BoneTransform = legL.foot

footR: BoneTransform = legR.foot

forearmL: BoneTransform = armL.forearm

forearmMidL: BoneTransform = armL.forearmMid

forearmMidR: BoneTransform = armR.forearmMid

forearmR: BoneTransform = armR.forearm

handL: BoneTransform = armL.hand

handR: BoneTransform = armR.hand

head: BoneTransform

legL: BoneTransform = legL.leg

legR: BoneTransform = legR.leg

neck: BoneTransform

neck1: BoneTransform

pelvis: BoneTransform

root: BoneTransform

shoulderL: BoneTransform = armL.shoulder

shoulderR: BoneTransform = armR.shoulder

spine: BoneTransform

spine1: BoneTransform

spine2: BoneTransform

spine3: BoneTransform

uplegL: BoneTransform = legL.upleg

uplegMidL: BoneTransform = legL.uplegMid

uplegMidR: BoneTransform = legR.uplegMid

uplegR: BoneTransform = legR.upleg


load(renderer): Promise<void>

Initialize plugin

Parses and caches the rig/armature of the attached scene node (one provided to plugin’s constructor). Precalculates geometrical parameters of skeleton.

Renderer<PoseResult>

Renderer this plugin is attached to

Promise<void>

Promise resolving when initialization is finished

PosePlugin.load


setNode(node?): void

Set/attach a scene node

Parses and caches the rig/armature of the node. Precalculates geometrical parameters of skeleton.

TransformNode

Scene node to attach

void


setupCamera(ratio, angle): void

Set camera parameters

number

Aspect ration of input video

number

Vertical field of view in radians

void

PosePlugin.setupCamera


setupVideo(size): void

Set video size

Could be overridden to adjust plugin’s pipeline.

Size

Resolution of input video

void

PosePlugin.setupVideo


unload(): void

Reset plugin

Clears internal state and frees all resources allocated in load().

void

PosePlugin.unload


update(result, stream): Promise<void>

Update skeleton of the scene node

Evaluates positions, rotations and scales of node bones based on estimation of 3D keypoints, then applies these transformations to bones following hierarchy of armature. To improve accuracy of alignment detected 3D points and skeleton sizes are mutually adjusted to fit each other. One can override this method to further tune model’s rig using provided estimations of bones as a starting point. Simply call await super.update(result, stream); and use PoseFitPlugin#skeletonNodes member storing refs to all bones of the skeleton to access transformations.

PoseResult

Pose estimation results

HTMLCanvasElement

Captured video frame

Promise<void>

Promise resolving when update is finished

PosePlugin.update


protected updateArm(bones, points): void

Update arm rig (see update)

Arm bones and transforms

{ bone: TransformNode; transform: BoneTransform; }

TransformNode

BoneTransform

{ bone: TransformNode; transform: BoneTransform; }

TransformNode

BoneTransform

{ bone: TransformNode; transform: BoneTransform; }

TransformNode

BoneTransform

{ bone: TransformNode; transform: BoneTransform; }

TransformNode

BoneTransform

{ bone: TransformNode; transform: BoneTransform; }

TransformNode

BoneTransform

Arm keypoints

PosePoint

PosePoint

void


protected updateLeg(bones, points): void

Update leg rig (see update)

Leg bones and transforms

{ bone: TransformNode; transform: BoneTransform; }

TransformNode

BoneTransform

{ bone: TransformNode; transform: BoneTransform; }

TransformNode

BoneTransform

{ bone: TransformNode; transform: BoneTransform; }

TransformNode

BoneTransform

{ bone: TransformNode; transform: BoneTransform; }

TransformNode

BoneTransform

Leg keypoints

PosePoint

PosePoint

void


protected updateSpine(transforms, bones): void

Update spine rig (see update)

Estimated transformations

BoneTransform = armL.arm

BoneTransform = armL.armMid

BoneTransform = armR.armMid

BoneTransform = armR.arm

BoneTransform = legL.foot

BoneTransform = legR.foot

BoneTransform = armL.forearm

BoneTransform = armL.forearmMid

BoneTransform = armR.forearmMid

BoneTransform = armR.forearm

BoneTransform = armL.hand

BoneTransform = armR.hand

BoneTransform = ...

BoneTransform = legL.leg

BoneTransform = legR.leg

BoneTransform = ...

BoneTransform = ...

BoneTransform = ...

BoneTransform = ...

BoneTransform = armL.shoulder

BoneTransform = armR.shoulder

BoneTransform = ...

BoneTransform = ...

BoneTransform = ...

BoneTransform = ...

BoneTransform = legL.upleg

BoneTransform = legL.uplegMid

BoneTransform = legR.uplegMid

BoneTransform = legR.upleg

SkeletonNodes

Spine bones

void